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|
TextBoxBorder::
; Draw a c×b text box at hl.
; top row
push hl
ld a, "┌"
ld [hli], a
inc a ; ─
call NPlaceChar
inc a ; ┐
ld [hl], a
pop hl
ld de, SCREEN_WIDTH
add hl, de
; middle rows
.next
push hl
ld a, "│"
ld [hli], a
ld a, " "
call NPlaceChar
ld [hl], "│"
pop hl
ld de, SCREEN_WIDTH
add hl, de
dec b
jr nz, .next
; bottom row
ld a, "└"
ld [hli], a
ld a, "─"
call NPlaceChar
ld [hl], "┘"
ret
NPlaceChar::
; Place char a c times.
ld d, c
.loop
ld [hli], a
dec d
jr nz, .loop
ret
PlaceString::
push hl
PlaceNextChar::
ld a, [de]
cp "@"
jr nz, Char4ETest
ld b, h
ld c, l
pop hl
ret
Char4ETest::
cp $4E ; next
jr nz, .char4FTest
ld bc, 2 * SCREEN_WIDTH
ld a, [hFlags_0xFFF6]
bit 2, a
jr z, .ok
ld bc, SCREEN_WIDTH
.ok
pop hl
add hl, bc
push hl
jp PlaceNextChar_inc
.char4FTest
cp $4F ; line
jr nz, .next3
pop hl
coord hl, 1, 16
push hl
jp PlaceNextChar_inc
.next3 ; Check against a dictionary
dict: macro
if \1 == 0
and a
else
cp \1
endc
jp z, \2
endm
dict $00, Char00 ; error
dict $4C, Char4C ; autocont
dict $4B, Char4B ; cont_
dict $51, Char51 ; para
dict $49, Char49 ; page
dict $52, Char52 ; player
dict $53, Char53 ; rival
dict $54, Char54 ; POKé
dict $5B, Char5B ; PC
dict $5E, Char5E ; ROCKET
dict $5C, Char5C ; TM
dict $5D, Char5D ; TRAINER
dict $55, Char55 ; cont
dict $56, Char56 ; 6 dots
dict $57, Char57 ; done
dict $58, Char58 ; prompt
dict $4A, Char4A ; PKMN
dict $5F, Char5F ; dex
dict $59, Char59 ; TARGET
dict $5A, Char5A ; USER
ld [hli], a
call PrintLetterDelay
PlaceNextChar_inc::
inc de
jp PlaceNextChar
Char00::
ld b, h
ld c, l
pop hl
ld de, Char00Text
dec de
ret
Char00Text:: ; “%d ERROR.”
TX_FAR _Char00Text
db "@"
Char52:: ; player’s name
push de
ld de, wPlayerName
jr FinishDTE
Char53:: ; rival’s name
push de
ld de, wRivalName
jr FinishDTE
Char5D:: ; TRAINER
push de
ld de, Char5DText
jr FinishDTE
Char5C:: ; TM
push de
ld de, Char5CText
jr FinishDTE
Char5B:: ; PC
push de
ld de, Char5BText
jr FinishDTE
Char5E:: ; ROCKET
push de
ld de, Char5EText
jr FinishDTE
Char54:: ; POKé
push de
ld de, Char54Text
jr FinishDTE
Char56:: ; ……
push de
ld de, Char56Text
jr FinishDTE
Char4A:: ; PKMN
push de
ld de, Char4AText
jr FinishDTE
Char59::
; depending on whose turn it is, print
; enemy active monster’s name, prefixed with “Enemy ”
; or
; player active monster’s name
; (like Char5A but flipped)
ld a, [H_WHOSETURN]
xor 1
jr MonsterNameCharsCommon
Char5A::
; depending on whose turn it is, print
; player active monster’s name
; or
; enemy active monster’s name, prefixed with “Enemy ”
ld a, [H_WHOSETURN]
MonsterNameCharsCommon::
push de
and a
jr nz, .Enemy
ld de, wBattleMonNick ; player active monster name
jr FinishDTE
.Enemy
; print “Enemy ”
ld de, Char5AText
call PlaceString
ld h, b
ld l, c
ld de, wEnemyMonNick ; enemy active monster name
FinishDTE::
call PlaceString
ld h, b
ld l, c
pop de
inc de
jp PlaceNextChar
Char5CText::
db "TM@"
Char5DText::
db "TRAINER@"
Char5BText::
db "PC@"
Char5EText::
db "ROCKET@"
Char54Text::
db "POKé@"
Char56Text::
db "……@"
Char5AText::
db "Enemy @"
Char4AText::
db $E1,$E2,"@" ; PKMN
Char55::
push de
ld b, h
ld c, l
ld hl, Char55Text
call TextCommandProcessor
ld h, b
ld l, c
pop de
inc de
jp PlaceNextChar
Char55Text::
; equivalent to Char4B
TX_FAR _Char55Text
db "@"
Char5F::
; ends a Pokédex entry
ld [hl], "."
pop hl
ret
Char58:: ; prompt
ld a, [wLinkState]
cp LINK_STATE_BATTLING
jp z, .ok
ld a, "▼"
Coorda 18, 16
.ok
call ProtectedDelay3
call ManualTextScroll
ld a, " "
Coorda 18, 16
Char57:: ; done
pop hl
ld de, Char58Text
dec de
ret
Char58Text::
db "@"
Char51:: ; para
push de
ld a, "▼"
Coorda 18, 16
call ProtectedDelay3
call ManualTextScroll
coord hl, 1, 13
lb bc, 4, 18
call ClearScreenArea
ld c, 20
call DelayFrames
pop de
coord hl, 1, 14
jp PlaceNextChar_inc
Char49::
push de
ld a, "▼"
Coorda 18, 16
call ProtectedDelay3
call ManualTextScroll
coord hl, 1, 10
lb bc, 7, 18
call ClearScreenArea
ld c, 20
call DelayFrames
pop de
pop hl
coord hl, 1, 11
push hl
jp PlaceNextChar_inc
Char4B::
ld a, "▼"
Coorda 18, 16
call ProtectedDelay3
push de
call ManualTextScroll
pop de
ld a, " "
Coorda 18, 16
;fall through
Char4C::
push de
call ScrollTextUpOneLine
call ScrollTextUpOneLine
coord hl, 1, 16
pop de
jp PlaceNextChar_inc
; move both rows of text in the normal text box up one row
; always called twice in a row
; first time, copy the two rows of text to the "in between" rows that are usually emtpy
; second time, copy the bottom row of text into the top row of text
ScrollTextUpOneLine::
coord hl, 0, 14 ; top row of text
coord de, 0, 13 ; empty line above text
ld b, SCREEN_WIDTH * 3
.copyText
ld a, [hli]
ld [de], a
inc de
dec b
jr nz, .copyText
coord hl, 1, 16
ld a, " "
ld b, SCREEN_WIDTH - 2
.clearText
ld [hli], a
dec b
jr nz, .clearText
; wait five frames
ld b, 5
.WaitFrame
call DelayFrame
dec b
jr nz, .WaitFrame
ret
ProtectedDelay3::
push bc
call Delay3
pop bc
ret
TextCommandProcessor::
ld a, [wLetterPrintingDelayFlags]
push af
set 1, a
ld e, a
ld a, [$fff4]
xor e
ld [wLetterPrintingDelayFlags], a
ld a, c
ld [wTextDest], a
ld a, b
ld [wTextDest + 1], a
NextTextCommand::
ld a, [hli]
cp "@" ; terminator
jr nz, .doTextCommand
pop af
ld [wLetterPrintingDelayFlags], a
ret
.doTextCommand
push hl
cp $17
jp z, TextCommand17
cp $0e
jp nc, TextCommand0B ; if a != 0x17 and a >= 0xE, go to command 0xB
; if a < 0xE, use a jump table
ld hl, TextCommandJumpTable
push bc
add a
ld b, 0
ld c, a
add hl, bc
pop bc
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
; draw box
; 04AAAABBCC
; AAAA = address of upper left corner
; BB = height
; CC = width
TextCommand04::
pop hl
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
ld a, [hli]
ld b, a
ld a, [hli]
ld c, a
push hl
ld h, d
ld l, e
call TextBoxBorder
pop hl
jr NextTextCommand
; place string inline
; 00{string}
TextCommand00::
pop hl
ld d, h
ld e, l
ld h, b
ld l, c
call PlaceString
ld h, d
ld l, e
inc hl
jr NextTextCommand
; place string from RAM
; 01AAAA
; AAAA = address of string
TextCommand01::
pop hl
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
push hl
ld h, b
ld l, c
call PlaceString
pop hl
jr NextTextCommand
; print BCD number
; 02AAAABB
; AAAA = address of BCD number
; BB
; bits 0-4 = length in bytes
; bits 5-7 = unknown flags
TextCommand02::
pop hl
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
ld a, [hli]
push hl
ld h, b
ld l, c
ld c, a
call PrintBCDNumber
ld b, h
ld c, l
pop hl
jr NextTextCommand
; repoint destination address
; 03AAAA
; AAAA = new destination address
TextCommand03::
pop hl
ld a, [hli]
ld [wTextDest], a
ld c, a
ld a, [hli]
ld [wTextDest + 1], a
ld b, a
jp NextTextCommand
; repoint destination to second line of dialogue text box
; 05
; (no arguments)
TextCommand05::
pop hl
coord bc, 1, 16 ; address of second line of dialogue text box
jp NextTextCommand
; blink arrow and wait for A or B to be pressed
; 06
; (no arguments)
TextCommand06::
ld a, [wLinkState]
cp LINK_STATE_BATTLING
jp z, TextCommand0D
ld a, "▼"
Coorda 18, 16 ; place down arrow in lower right corner of dialogue text box
push bc
call ManualTextScroll ; blink arrow and wait for A or B to be pressed
pop bc
ld a, " "
Coorda 18, 16 ; overwrite down arrow with blank space
pop hl
jp NextTextCommand
; scroll text up one line
; 07
; (no arguments)
TextCommand07::
ld a, " "
Coorda 18, 16 ; place blank space in lower right corner of dialogue text box
call ScrollTextUpOneLine
call ScrollTextUpOneLine
pop hl
coord bc, 1, 16 ; address of second line of dialogue text box
jp NextTextCommand
; execute asm inline
; 08{code}
TextCommand08::
pop hl
ld de, NextTextCommand
push de ; return address
jp hl
; print decimal number (converted from binary number)
; 09AAAABB
; AAAA = address of number
; BB
; bits 0-3 = how many digits to display
; bits 4-7 = how long the number is in bytes
TextCommand09::
pop hl
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
ld a, [hli]
push hl
ld h, b
ld l, c
ld b, a
and $0f
ld c, a
ld a, b
and $f0
swap a
set BIT_LEFT_ALIGN,a
ld b, a
call PrintNumber
ld b, h
ld c, l
pop hl
jp NextTextCommand
; wait half a second if the user doesn't hold A or B
; 0A
; (no arguments)
TextCommand0A::
push bc
call Joypad
ld a, [hJoyHeld]
and A_BUTTON | B_BUTTON
jr nz, .skipDelay
ld c, 30
call DelayFrames
.skipDelay
pop bc
pop hl
jp NextTextCommand
; plays sounds
; this actually handles various command ID's, not just 0B
; (no arguments)
TextCommand0B::
pop hl
push bc
dec hl
ld a, [hli]
ld b, a ; b = command number that got us here
push hl
ld hl, TextCommandSounds
.loop
ld a, [hli]
cp b
jr z, .matchFound
inc hl
jr .loop
.matchFound
cp $14
jr z, .pokemonCry
cp $15
jr z, .pokemonCry
cp $16
jr z, .pokemonCry
ld a, [hl]
call PlaySound
call WaitForSoundToFinish
pop hl
pop bc
jp NextTextCommand
.pokemonCry
push de
ld a, [hl]
call PlayCry
pop de
pop hl
pop bc
jp NextTextCommand
; format: text command ID, sound ID or cry ID
TextCommandSounds::
db $0B, SFX_GET_ITEM_1 ; actually plays SFX_LEVEL_UP when the battle music engine is loaded
db $12, SFX_CAUGHT_MON
db $0E, SFX_POKEDEX_RATING ; unused?
db $0F, SFX_GET_ITEM_1 ; unused?
db $10, SFX_GET_ITEM_2
db $11, SFX_GET_KEY_ITEM
db $13, SFX_DEX_PAGE_ADDED
db $14, NIDORINA ; used in OakSpeech
db $15, PIDGEOT ; used in SaffronCityText12
db $16, DEWGONG ; unused?
; draw ellipses
; 0CAA
; AA = number of ellipses to draw
TextCommand0C::
pop hl
ld a, [hli]
ld d, a
push hl
ld h, b
ld l, c
.loop
ld a, "…"
ld [hli], a
push de
call Joypad
pop de
ld a, [hJoyHeld] ; joypad state
and A_BUTTON | B_BUTTON
jr nz, .skipDelay ; if so, skip the delay
ld c, 10
call DelayFrames
.skipDelay
dec d
jr nz, .loop
ld b, h
ld c, l
pop hl
jp NextTextCommand
; wait for A or B to be pressed
; 0D
; (no arguments)
TextCommand0D::
push bc
call ManualTextScroll ; wait for A or B to be pressed
pop bc
pop hl
jp NextTextCommand
; process text commands in another ROM bank
; 17AAAABB
; AAAA = address of text commands
; BB = bank
TextCommand17::
pop hl
ld a, [H_LOADEDROMBANK]
push af
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
ld a, [hli]
ld [H_LOADEDROMBANK], a
ld [MBC1RomBank], a
push hl
ld l, e
ld h, d
call TextCommandProcessor
pop hl
pop af
ld [H_LOADEDROMBANK], a
ld [MBC1RomBank], a
jp NextTextCommand
TextCommandJumpTable::
dw TextCommand00
dw TextCommand01
dw TextCommand02
dw TextCommand03
dw TextCommand04
dw TextCommand05
dw TextCommand06
dw TextCommand07
dw TextCommand08
dw TextCommand09
dw TextCommand0A
dw TextCommand0B
dw TextCommand0C
dw TextCommand0D
|